Reviews from

in the past


a decent enough experience. i don't have any major complaints, although i will say it stopped really being scary after a certain point. the little symbols and pneumatic tube messages were my favourite part of the game, which isn't an insult.

A great opening, interesting setting, and solid visual presentation can't save this game from the fact that the story falls flat and it has THE most embarrassingly bad ending in any game I've played. The sound mixing is also dog shit.

It's cool! It's got a strong opening and an interesting world that makes it genuinely fun to find the collectables and learn all the little extra bits of lore. The story does fall a bit flat in the end but it's mostly pretty good.

I'm not great with horror games but this one was barely a horror game for most of it. The jumpscares are cheap in the exact ways that all jumpscares are cheap. The chase sequences are never really scary they're just occasionally frustrating. And the ambiance is never quite right to make it properly spooky. But for me that's all totally fine because it meant I could actually play the game to completion!

I did have some gnarly texture glitches with somethings being extremely low-res despite having quality set to high (making some puzzles un-solvable) and, very occasionally, textures were completely missing. It doesn't seem like a super common issue but your mileage may vary.

buenos gráficos pero se olvidaron de poner el juego

This is a good example of yer bog standard 5/10 game that doesn't do anything great but isn't a catastrophe either. Ok story, ok setting, ok cast but nothing original or amazing.

It does have big Wolf Kahler in it, but. Worth playing this just for a bit of Wolf.


Original review published on Flickering Myth: https://www.flickeringmyth.com/2019/05/video-game-review-close-to-the-sun/

When I read the initial reactions to the launch trailer for developer Storm in a Teacup’s title Close to the Sun, I was disappointed. The comments reeked of comparisons to BioShock, as though that was the only video game to ever utilize an Art Deco aesthetic (or to feature a protagonist entering a haunted labyrinth for that matter). And, even if there was a connection, I’ve always said that there’s absolutely nothing wrong with a creator paying homage to another property, especially one as universally popular and influential as Irrational Games’s magnum opus.

Yet, as I actually played through the game, I admittedly found my knee-jerk defense of Close to the Sun to slowly erode due to the surprising number of similarities it ended up having with BioShock. Both take place in a desolate aquatic cityscape where scientists and entrepreneurs have been allowed to work without the limits imposed by governments or society; both settings are occupied by ghosts from the past; both have you traverse deeper into this abyss whilst being guided by a person speaking over a radio, and there are even some analogous storybeats that I’ll avoid talking about for fear of spoilers.

The question is, does any of this matter overall? Is Close to the Sun its own fun and unique experience, or does it try too hard to be something it isn’t? The short answer is that it kind of works, though it also has its limitations. For the longer answer, read on.

To start with, I thought I’d give my own thoughts on the Epic Games Store, because I’ve seen a lot of hate directed towards its existence and, by extension, its own IPs (including Close to the Sun). I wouldn’t put myself in the same bin as a Laissez-faire capitalist, but it is true that competition needs to exist in order to help keep companies in check. The fact is Steam has developed a lot of problems due to it being the primary online storefront for digital video games. The addition of new client services like GOG Galaxy and the Epic Games Store, as well as the continued growth of older platforms like Battle.net, can only help to better this distribution medium as a whole due to the new advantages each one can bring (like GOG games being DRM-free). Fans will see (and vocally make it clear) that these should be consistent norms across the board, resulting in eventual changes.

Yes, it will be annoying to have yet another application take up space on your personal computer, but considering the progression of PC gaming technology as a whole, this is a minor issue. Like with every other industry, we need competition. And, so long as there are no subscription fees, there is nothing inherently wrong with a video game company having its own IPs. If we are going to praise Sony for its exclusives this generation, then we cannot chastise Epic Games for doing the same, whether that’s for indie titles like Close to the Sun, or mainstream releases like Borderlands 3.

Now, the thing about marketing yourself on the basis of exclusive titles is that they have to be worth it, which brings us to Close to the Sun. You play as Rose Archer, a journalist who is invited by her sister Ada to a gargantuan cruiseliner called the Helios. The Helios was created by famed engineer Nikola Tesla as a haven for inventors and futurists to continue their designs without interference from the outside world. Only, when Archer arrives, it’s nothing but a desolate husk, with dead bodies strewn everywhere. What exactly happened here and where is Rose’s sister? These are questions you’ll have to solve as you move forward.

Anyone who has been playing video games for a while now has probably seen this narrative done in some capacity or another: however, the same could be said for literally 99 percent of the games coming out these days: originality comes not in concepts but in execution. The real issue with Close to the Sun’s plot is not its lack of individuality, but its inability to create a truly full-fledged world. As the presence of Tesla more than implies, this is an alternative history storyline, and when you’re doing something as broad in scope as that, you have an obligation to give your setting a fleshed-out backstory because people need to know exactly how this timeline came about.

Unfortunately, Storm in a Teacup’s writers decided that the best way to do this was to push all the archival information into optional collectibles you can randomly find in each level, including newspaper clippings, office notices, and character diaries. This a fine tactic to utilize when it’s just supplementary material: we’ve seen many popular games do the same thing, including BioShock with the audio diaries and Arkham City with the city stories. However, when it’s taking the place of necessary exposition, it hampers the plot as a whole since we’re left confused about what it is we’re doing. Imagine playing BioShock without Andrew Ryan’s monologue in the beginning explaining Rapture, or Arkham City without that opening montage of Bruce Wayne getting imprisoned- it would have diminished the subsequent emotional experiences both narratives provided because we wouldn’t have had an understanding of why things were happening. And if you’re baffled at the beginning, you’ll be uninterested by the end. Open world titles are able to get away with being more obscure since their whole purpose is for players to spend tens of hours immersing themselves into a brand new universe with a brand new mythology; linear games do not have this luxury.

That’s not to say that Close to the Sun does a bad job, it just didn’t hook me as much as I feel the writers expected it to. It has some very good moments, but it’s deliberately obscure to a fault. And this is a trend that I found to disappointingly recur throughout my playthrough: that for everything the game did spectacular, it also did something lackluster. Part of this boils down to the fact that it is a walking simulator, meaning there is a big emphasis on cinematic scope- aka, it rests its appeal on being filmic with strong storybeats. Carlo Ivo Alimo Bianchi is credited as “Storm in a Teacup’s” CEO and artistic director, and briefly reading over his resume reveals his most likely motivation for Close to the Sun’s approach to storytelling- he worked in the film industry, supervised the creation of CG cutscenes for past projects, and specialized in directional lighting. Close to the Sun is a psychological horror title, its world filled with a dreadful atmosphere brought to life by some of the best executed jump scares in the history of horror video games (a statement I completely stand by, especially as someone who generally hates jump scares). Parts of the game honestly come off like you’re jumping through someone’s beautifully-drawn storyboards, and I believe Bianchi holds a part of that claim to fame.

Yet, all that artistic merit threatens to fall apart at the seams when you have a setting that isn’t worth walking through- a big issue for a walking simulator of all genres. Even when I went out of my way to obtain those aforementioned collectibles, I found that they didn’t do much in the way of making me care about the Helios, its inhabitants, its goals, and/or its ultimate downfall. Close to the Sun’s writing team also didn’t appear to have any concise idea in mind regarding what themes it wanted to tackle. There’s some commentary on bioethics, some jabs at reductionism, but most of that is tossed to the side in favor of a straightforward sci-fi thriller. Which, while disheartening to me personally, was something I was willing to embrace; after all, not every game has to have some deep, philosophical slant to it. And as I worked my way through the game’s 10 chapters, in spite of the obscure backstory, I became increasingly invested in getting to the end of Rose’s journey due to this emphasis on suspense and powerhouse moments….that is until the finale where a concrete ending to Rose’s arc, as well as all the mythological questions, is tossed to the side in favor of setting up a sequel. It’s a trend that’s been plaguing fictional media for a while now and it needs to stop. To future writers, I advise you to please tell a complete story before worrying about follow-ups and sequels.

All that being said, Close to the Sun is a video game, meaning it’s a visually-driven medium. As stated before, “Storm in a Teacup” went the Art Deco route, and it looks good. As Grim Fandango, Batman: the Animated Series, and yes BioShock have proven over the decades, this is an art form that works best for bleak narratives with lively hubs, and Close to the Sun lives up to those standards. The Helios has some amazingly designed rooms, from a genetically-modified greenhouse to a blood-soaked lab to a desolate, yet grand-looking, opera theater. Weeks must’ve been spent by the developers constructing the specifics of each area because the layouts are absolutely incredible, and really give you a sense of what the Helios was like in a way the writing never does.

Sadly, there were two big flaws in the graphical department, the first being the lighting. Close to the Sun is one of the worst lit games I’ve played in recent years, its illumination systems reminding me of the original Deus Ex without mods (and yes, that’s saying something). There’s barely any dynamic lighting, with the vast majority of luminescence being pre-rendered static lighting. I often had to turn up the brightness because of how dark some of the locales were, which in turn caused a glitch that dropped the resolution of the game that could only be fixed by either relaunching the app or changing the aspect ratio in the settings section. It’s amazing that the horror atmosphere was maintained considering how bad the lighting could get, and given Bianchi’s background, I don’t understand how this happened. Not only does it hamper the exploration factor, but it hurts the previously-mentioned efforts by the art team to create scenic areas. Lighting is the focal point of cinematography, and without an effective phosphorescent structure in place, there is a significant limit to the condition of your project.

The second flaw is something a bit more broad, that being the texturing of environments and objects. While nothing ever looked blurry or hazy the way Dishonored did, the quality wasn’t as refined as it could have been. Now, in “Storm in a Teacup’s” defense, one of the benefits of utilizing an art style like Art Deco is that it diminishes the need for photorealistic surfaces; heck, prior to the Wii U days, Nintendo made a career off of substituting verisimilitude for vibrant colors. But when we’re at a technological point in our lives where even indie companies have the ability to make breathtaking, high-resolution polygon models, it makes you wonder, in this day and age, whether there’s a need to pick and choose between naturalism and non-photorealism. This is a debate that gamers will have to have among themselves.

Regardless, the only time where I felt the lack of proper texturing was particularly noticeable was when it came to the many, many corpses you’ll see laden throughout the Helios. The faces look more plasticky and doll-like than a cadaver in livor mortis. But hey, it’s not like you’ll be staring at them much anyway.

Sound is the next topic to discuss, as well as one of the more important ones as a good soundscape is integral to a scary atmosphere. If the lighting was short-changed during production, then the audio must’ve been made-up for in response as the sound design is absolutely incredible. Cliche noises like flickering bulbs and creaky wood are diminished, instead replaced with a background sonority that aims at being unsettling. There are barely any enemies in the game, however that didn’t stop me from feeling nervous every time I entered a new section of the Helios. It’s hard to describe the aural set-up sound effects coordinator Andrea Remini created, but there’s a silent echo and din to every single thing that happens in game. Whether it’s something as simple as walking or the low growl of a creature or the rocking of the Helios or the exquisitely-timed music cues, all work together to bring you genuine tension. On top of this, one cool feature that was implemented was that your footsteps make different noises depending on what you walk on and how fast you do so- and as you guys know, minor details like that are my anti-pet peeves.

Speaking of music, Remini is credited as the composer, and what I’ll say here is that her score is good, though maybe too reserved. As I wrote above, sharp music editing from “Storm in a Teacup” ensures that you have solid, terrifying music cues that don’t feel hackneyed, but I think there was ironically a fear on the part of Remini that her brooding harmonies would get in the way of the sound field, and I don’t believe that would have been the case. It’s one of those OSTs that I would actually be willing to buy separately as I wanted to hear more.

But overall, the true standouts in the sound trilogy have to be the voice artists. For all the efforts by AAA companies these days to replace actual voice actors with celebrity talent (*cough cough Ubisoft and Ghost Recon Breakpoint), nothing can ever top experts in the field, which is what this cast is. They make you feel the desperation, mad genius, hopes, anxiety, and doubts that Close to the Sun’s four primary characters go through. A special shout-out, in particular, must be given to Emily Moment’s performance as Rose Archer. Her delivery is outstanding, capturing the anger, sadness, sarcasm, and outright panic attacks Rose experiences during her terrorizing stay on the Helios. I sincerely doubt she and Siddy Holloway (Ada Archer) recorded together, but no matter that they manage to sound like long-time sisters who grew up together and love each other. And when you have that foundation in something as sensory-driven as voicework, it makes for an affecting adventure.

Last but far from least is the gameplay, which is going to be a little difficult to talk about. Walking sims have, of course, become a pretty popular genre these days. Though the term was obviously intended as a derogatory name for adventure games that emphasized exploring environments over hard gameplay, they have since been embraced by the public, as evidenced by the success of Firewatch and The Vanishing of Ethan Carter.

Make no mistake, however; there is animosity towards them, and if you are someone who isn’t a fan of the genre, you will not appreciate Close to the Sun, no matter how appealing the story is. It does have some limited gameplay involving you solving basic puzzles and engaging in chase sequences, but that latter part is where I would say the game dabbles in the running simulator category.

“Running sim” a negative phrase I myself have coined to describe horror games that don’t give you any method of fighting the enemies thrown your way, like Outlast and Amnesia: the Dark Descent. Because you don’t even have a simple combat system in place, you’re left with no choice but to run and hide from every little creature you meet. I’ve never found this to be enjoyable at all, but “Storm in a Teacup” smartly circumvented this by embracing the walking sim genre and going the cinematic route. You only ever encounter dangerous enemies during scripted sections where your only option is to sprint through the area you’re in. Taking clear inspiration from Dying Light’s night sequences, I can safely say that these are extremely well done. They’re placed well-enough throughout the game that they neither feel sparse nor extraneous. And the tension they hold (significantly helped by the ability to look behind you with the click of a button) helps give Close to the Sun’s world some genuine stakes, in spite of it being underdeveloped as a whole.

So, all of this aside, is Close to the Sun worth a purchase? At its current asking price of $29.99, I can’t quite agree. It only took me little more than 5 hours to beat the game, and the problems I had with the story didn’t make it a must-play experience that would circumvent my $1: 30 minutes of gameplay ratio.

That being said, Storm in a Teacup is an indie game developer with some clear talent in their fold. And while they botched the lighting here, the sound design more than made up for a creepy ordeal that horror enthusiasts will likely enjoy.

Pros:
+Great voice acting
+Art Deco look remains fresh
+Sound is incredible

Cons:
-Mediocre static lighting
-Forced cliffhanger ending to story
-Inadequate backstory/mythos

the story may be mid but the ENVIRONMENT????? HELLO A HUGE EMPTY SHIP??? LOVE

Rating: 6.2/10 - Average

A horror game that isn't really scary or mechanically rich. It does have a serviceable story with a few good moments and the art direction is very pretty (even if it was very much lifted from bioshock) but they aren't enough to elevate the game for me beyond a "meh".


Walking simulator que da algo de miedo. Es bonito, sobre todo lo que atañe a su interesante mundo (quitando los 200 millones de cadáveres por doquier). Curiosamente las pantallas de carga te spoilean de cosas del propio juego. El movimiento un poco lento, incluso corriendo. Tiene un buen doblaje, ligeramente repetitivo, al igual que las animaciones, que creo que necesitaban más trabajo.
El juego posee un par de giros que guion que se ven venir, pero el final no creo que esté a la altura. Otro punto negativo con las persecuciones, que se van haciendo más ridículas a más avanza el juego, siendo la única interacción real aparte de algún puzzle.

Think a puzzle/horror variant of the Bioshock series with a MUCH cooler premise but some issues with less-refined controls. Story is excellent with my only complaint being it was a bit shorter than I was expecting.

~ Jogo que se vende como terror, mas que não passa de um mero walking simulator ruim. A ambientação é foda, mas a história é chata e desinteressante com o plot sendo extremamente previsível, honestamente esperava mais.

Game only floats by on having a decent first mission. Rest of the game is a stuttering mess that barely functions as a walking simulator, let alone as a compelling horror game as its advertised.

Close to the Sun is a game that knows what it wants to look like, but not what it wants to be. The story is serviceable, but never goes quite far enough to really be anything much more than a B-movie spy plot.

The gameplay is a walking simulator with some simple puzzles that - like the story - never quite push the limit to be anything incredibly interesting.

The best parts of this title are the quiet moments where you get to appreciate the aesthetic.

The worst parts are by far any time the game fails to explain something properly. Chapter 3 is a notable downfall where I wandered aimlessly looking for a room that I couldn't draw for you now it was so unremarkable.

The voice cast was good enough and allowed for some of the writing to shine through, but a fair assortment of plot holes, cringe dialogue, and characters offering puzzles instead of helping in dire situations distracted from the immersion.

I wanted to like this game more than I did, and I especially had hoped it could scratch a Bioshock itch that it's so clearly inspired by. Unfortunately, there were simply too many bumps along the road for me.

Game with beautiful visuals reminiscent of Bioshock and Dishonored, Short simple but interesting story. The negative point for me was the gameplay was a bit stuck and had some bugs. But overall a reasonably satisfactory experience.

A scary and thoughtfully designed exploration adventure. If you're like me, it will pull you in with the world and story.

Really great story, sound is bad, meh ending, but the Nikola Tesla element is great

Has exploring dilapidated and ransacked Art Deco interiors become cliché? Having finished Close to the Sun, I'm having trouble finding anything to say about it that struck me as original, which is disappointing. I had a bad feeling about the game when the first object I found to pick up was a newspaper that used Lorem ipsum as the text for articles. Not a great sign when one of the first things the player can find sends the message that the various collectibles aren't worth picking up and only show trivial glimpses of lore.

This is made worse by having the collectible hunt as one of three main components of the gameplay, the other two being puzzles and chase sequences. The first puzzle I hit had a similar feeling to the collectibles when I solved it by accident. I turned two odd-looking dials and opened a door, hardly involved or demanding. The rest mostly paired the puzzle with the collectible hunt to find a combination of a lock or device. The simplicity of this type of puzzle doesn't fit its frequency either, and they aren't that satisfying to solve.

Are the chase sequences good enough to redeem the simplistic puzzles? Sort of, I couldn't quite tell, I went in having seen others describe them as frustrating, so perhaps I was expecting worse. I did adjust the gamma slightly and felt I could see the signposts better. The chases suffer from limited movement options. You'll mostly just hold the run key. The aspect I disliked the most about these segments was the long and gory death animations. This slasher horror also detracted from the atmospheric approach to the horror of the rest of the game.

With Close to the Sun, I think the approach to game design helps to understand the story. It's shallow and uninspired, just like the gameplay. The collectibles add some lore, but none of it sticks. At its best, it telegraphs some of the game's pretty obvious twists that feel very familiar if you've played Bioshock. The big difference between the two games is that the developers take an alternate history approach by making Nikola Telsa the Andrew Ryan of the game's universe. The story beats are still mostly the same.

Close to the Sun, unfortunately, fits the derogatory label of walking simulation comfortably. It rides off mimicking the aesthetic and narrative of the previously mentioned Bioshock while adding nothing of its own, unlike Prey (2017). This isn't even the first horror title I've played set on a cruise ship, a setting that's underused and just feels like a collection of rooms that could be anywhere. You don't even go on the top deck until a brief segment towards the conclusion. The end of the game sets up a sequel that suggests you'll be retreading any ground you covered again soon enough, no thank you.

I claimed Close to the Sun through a free giveaway on the Epic Games Store.

Cool game that unfortunately just ends before it answers any legit questions. Neat environments tho!

I really liked the atmosphere and general style of the game. It could have fleshed it's setting out more (the world felt a bit empty bc there is not much to interact with or even find) but it was pretty solid with it's story and characters.

An okay adventure game, the story was nothing special and the characters served a purpose and not much else. Having specific sections being a chase sequence was a good decision so it wasn't a dreadful horror game with lack luster stealth.

Pretty mediocre. Nothing super interesting, poor performance, no great voice acting or story and no great puzzles. The environment was fun to explore and the inspiration to Bioshocks were good, but overall bad for even a walking sim.

first horror game i played >:OO

Close to the Sun is a very atmospheric and eerie journey for the first half, but its need to have a clear villain and monster take away from its scare factor and my interest in it. The last few chapters also suffer from some bugs and/or visibility issues that further impacted my (lessening) enjoyment. I would have much preferred the narative to be about regular people who turned insane after coming into contact with their future/past selves, or something along those lines. The "anomaly" just feels like a random addition because someone thought a horror game needed a mascot creature of some kind.

I'd say the first half is around a 7/10, but from the second half on (really starting from the introduction to the monster) it honestly feels more like a 6 or 5 out of ten. It is hard to be afraid of something as silly as a time-travel particle monster, especially when it looks as unconvincing as it does.

Also capitalist Nikola Tesla feels weird. Like I get this is an alternate universe earth, but really? The man who wanted to make electricity free actually became the richest man in the world and started creating superweapons! It just doesn't exactly work for me. Felt like this game was some kind of Edison propaganda for much of the first half lmao.

The setting is beautiful, the graphics are insanely good, and the story is serviceable. I did about 6 runs to get the speedrun and no dying achievements and wasn't bored or frustrated having to replay it at any time.

It does have a lot of stutter issues at times, however. Heavy ones as well.

This review contains spoilers

- I followed this game quite a bit pre-launch as it gave a very Bioshock kind of vibe
- While it clearly takes inspiration from that, it never quite goes the whole way
- Allusions to horror just end up as nothing or cheap jump scares
- Some of the plot points and themes feel a bit forced and not as clever as they try to be
- The lack of NPCs (except for Tesla and that guy who follows you in the game) makes it feel pretty empty - like it was never lived-in in the first place
- But all in all, since it took such inspiration from Bioshock, still a fun game


A serviceable walking simulator adding a bit more interaction. The horror aspect is a welcome change in the genre. A few good jumpscares for a weakling such as myself but overall not that scary due to slow pacing, average graphics and god awful voice acting. The most enjoyable aspect was finding all the collectibles with the extra star given just for the Bioshock inspirations.

O jogo com um level design bem bonito e de início parece ser um jogo bem charmoso. Sua trilha e arte são bem bonitas mas apesar de curto o jogo começa a ficar bem repetitivo apartir de um ponto e sua história fica desinteressante e previsível e seus puzzles e inimigos são entediante.

Close to the Sun (2019): Cuándo copias sin entender lo que estás referenciando pasan cosas como este juego. Se notan sus buenas intenciones, pero no puedes ser Bioshock si no entiendes Bioshock. Replicar escenarios, tramas y premisas sin comprender el conjunto genera esta amalgama sin sentido (5,00)

Recentemente, joguei o jogo Close to the Sun através do nosso querido Game Pass. O que me chamou a atenção logo de cara foi o fato de o jogo ser muito similar a Bioshock, pelo menos à primeira vista.

No jogo, assumimos o papel de Rose, uma jornalista que recebe uma mensagem de sua irmã, Ada, pedindo para ela se juntar a ela em Helios. Um gigantesco navio, construído por Nikola Tesla, navega em águas internacionais e reuniu os cientistas mais fodas do planeta para trabalhar nas descobertas do famoso engenheiro. Naturalmente, uma vez no local, você perceberá que o navio parece vazio e, preso a bordo, você terá que explorar o local para entender os acontecimentos que ocorreram lá e encontrar sua irmã.

Através de um dispositivo, Rose conversará com sua irmã e com outro cientista. As conversas estarão lá tanto para orientá-lo sobre como avançar na aventura quanto para revelar algo a mais da trama para você entender tudo o que está ocorrendo à sua volta. Ao longo do jogo, você se perguntará quando chegará o momento do encontro com esses dois personagens com os quais você construiu laços. E, por falar nisso, sem sombra de dúvidas, não tem como a gente não falar do enredo desse jogo, que é certamente de se elogiar, assim como o trabalho dos dubladores.

Além das interações pontuais com os sobreviventes, sua jornada, que é dividida em mais ou menos 10 capítulos curtos, será dividida em várias fases que misturam exploração, pequenos puzzles e perseguições. A exploração, por sua vez, será principalmente recompensada pela oportunidade de encontrar notas ou trechos de jornais, a fim de entender melhor o contexto da história do jogo, assim como as anotações deixadas pelas vítimas do caos do navio. Embora em alguns momentos seja meio chato explorar em Close to the Sun, alguns elementos narrativos são bastante interessantes. Portanto, recomendo que você dedique tempo para vasculhar todos os cantos do navio, o que, de qualquer forma, não deve levar muito tempo, já que os ambientes são bastante limitados e o jogo é relativamente simples e curto.

Quanto aos puzzles, são particularmente fáceis e apelam mais para o seu senso de observação do que para a lógica. Na verdade, eles se resumem a ativar alavancas. Portanto, acredito que ninguém nunca ficará preso no jogo por conta de puzzles ou qualquer coisa do tipo, afinal, tudo é muito tranquilo.

Por fim, minha parte favorita do jogo e o que de fato me chamou a atenção para jogar foi o survival-horror. De maneira geral, Close to the Sun é muito bom como um game de terror. Adicionando um toque gore aqui e ali, o jogo faz uso de uma atmosfera sonora e visual muito bem elaborada e, em geral, evita o uso excessivo de sustos repentinos, os famosos jumpscares, embora tenda a abusar um pouco deles nos primeiros capítulos só para dar aquele impacto inicial de leve. O visual da embarcação e os cadáveres espalhados contribuem significativamente para o desenvolvimento de uma atmosfera muito imersiva.

Quase sempre no jogo, você será perseguido. Esses momentos, altamente roteirizados, simplesmente exigirão que você corra. Há muita semelhança com Outlast, por exemplo. Seu personagem é indefeso diante de seus oponentes, e sua salvação será sempre na fuga. Além de problemas pontuais de otimização nessas partes do jogo, o fato de nossa personagem ser lenta demais acaba completamente com a imersão dessas cenas de perseguição. Os movimentos de Rose, mesmo durante uma corrida, são muito lentos, e algumas interações (como pular sobre uma mesa, por exemplo) sofrem de uma falta de precisão terrível. Parece que Close to the Sun cronometrou o tempo exato necessário para atravessar de um ponto A para um ponto B, e se você encontrar um caminho alternativo digamos assim, é morte certa.

No entanto, embora não seja perfeito, tecnicamente seja meio falho e o enredo talvez pudesse ter sido mais aprofundado, Close to the Sun tem a seu favor uma história muito legal, uma atmosfera muito imersiva e ambientes na maioria das vezes magníficos. O universo do jogo é, de qualquer forma, suficientemente boa para uma jogatina tranquila de 6 a 7 horas de gameplay. Como disse antes, ele é bem curtinho, sendo zerado por mim com 8 a 9 horas e chegando a um total de 14 horas para 100% o game. É um jogo que quem curte um Outlast da vida certamente vai ter um momento de jogatina bem legal e, claro, disponível no nosso querido Game Pass, é mais do que recomendado para testar.

Pontos positivos:

- Personagens bem desenvolvidos
- Uma atmosfera cuidadosamente elaborada
- Excelente direção artística

Pontos negativos:

- A lentidão dos movimentos
- As sequências de perseguição não funcionam bem
- Muito curto

Versão utilizada para análise: Xbox Series.